Shapeshifting is not a kit Oo
If you want Kits for Druid you need seed-pockets for plant-turrets or something like that.
But for 6 kits you willneed 30 new skills … I don’t think that there will come a specialization with 6 kits. Maybe a specialization with one “kit/shapeshifting” but it will not be called “kit”
PART 2.
…All the Traps Our traps are not terrible… unless you compare them to DH traps in which case they are unspeakably bad. Frost trap is actually rather nice if you invest in extra chill. The others are unremarkable. The problem with traps is that other than frost trap there’s no reason to take these unless you run a trapper build. Fix buff damage of traps.
…
… but in a Trapper build and with Trapper runes they’re really strong. You can place a trap by trap and with the low cooldown you will never wait long for placing them again. The damage is very cool, too. I get a WvW camp in no time and without risk with these and can kill one human player in adittional to the camp npcs.
I would prefer a reveal for the traps. But the guardian trap get it now -.- The ranger could fulfill a counter-stealth class, but … noooo :P
But yes, compared to the guardian traps, the ranger traps need more. But the thief traps are just more worthless, than out traps.
Yep. It ain’t fair at all. Dragon Hunters will have access to blinding arrow shots, shots that destroy other projectiles (similar to what master archers can do), an AOE trap barrage on as a default weapon skill, and single-target shots that will most likely NOT depend on distance.
I know what I’ll be playing if I’m itching to use a bow x) Also, arrows are ethereal blue. Win and win.
Not depend on distance, right. They will always be cotton balls.
If you read the explanation of the guardian, you will see, that the warrior is much more a real petless ranger than the guardian hunter. I can’t believe, that they give him so much support, cause … he was lacking of support (…per distance) X(
But for it alone it is a cool specialization and it will be more fun to play the specialization, than the core-guardian for a ranger like me :P
~ Dagger or Torch in Offhand
I could imagine a kit for planting plant-turrets or root-walls (or this skills are utilities of his utility set). Or a transformation in a wild beast. I would dislike the last idea, but it could be possible.
Really cool would be, if they give the druid the new powerful spirits and give the core-ranger something other. Like preparation or venoms from thief. Because the spirits fits ideally to druid.
(edited by Aleksander Suburb.4287)
I would prefer a 6 sec unreavealed by triggering a trap. But I think traps are good in there current state, because they are really strong and cool for roaming with trapper runes. I think if they will get stronger, that will be a nerf for trapper runes. Or they need a buff, that don’t synergize with the trapper runes to get imbalance.
I#ve mine portal now. was 6 hours farming (mostly chest runs and 1-2 hours events).
I’ve read that it will only drop from enemys or from events. So i start farming earth elementals in silverwastes and it dropped after 10 minutes :P
Heard from another guy that his dropped from a devourer.
I prefer an Ai/pet update. And with a good Ai and a moving-target-hitting pet, the ranger might be too strong with his other improved skill. But we will see what is coming.
and it makes sense, thematically. birds wouldn’t blind you necessarily or make u run slower (theyd make u run faster). but they would interfere with your actions like firing a bow or swinging a sword. theyd also make you bleed I suppose, but we have enough of bleed.
I’d say a flock of birds getting in your face and pecking at your eyes would certainly cause blindness. Not to mention all the feathers and dust flying in your face from their flapping wings.
ok why would the birds be pecking your eyes? they don’t do that IRL, theyd just be scratching you with their talons.
they don’t do that in real life, too. Never seen a flock of birds attacking a person or guys throwing flameballs at each other.
I think there are clues, that we get more skills for core professions. The whole categorization of the skills shows me, that they try to balance the categories. And it would be cool and fair to have 6 skills of every category (at least 1 heal, 3 utility and 1 elite).
A Ranger categoization-example:
We’ve 5 categories
Signets: 4 utility
Shouts: 4 utility
Survival: 4 utility, 1 elite
Spirits: 4 ultility, 1 healing, 1 elite
Traps: 4 utility
4 uncategorized: Rampage As One, Heal As One, Healing Spring and Troll Unguent
So with the categoization their will be probably, nearly 6 skills of every category. 1 healing, 1 elite and 4 utilities.
Signets: 4 utility
Shouts: 4 utility + Rampage As One (Elite) + Heal As One (Heal)
Survival: 4 utility, 1 elite + Troll Unguent (Heal)
Spirits: 4 ultility, 1 healing, 1 elite
Traps: 4 utility + probably Healing Spring (Heal)
For five complete sets are just needed: 1 heal signet, 1 elite signet, 1 elite trap.
In beta times there was an trap called dust trap. which cause blindness (perfect for elite). And it would be easy to design 2 signets for ranger healing and elite (no new animations or kits or something like the engineer gets with his mortar).
So I don’t know what about the other classes, but is it possible, that there could be new skills for all core professions that every profession get 6 skills for each category?
With the changes the minion master is useless against big bosses and champions without adds (for example in dungeons or fractals)
Fear would be nice for it.
Or interrupt every second, but you can ban the birds by dodging.
Or additional to the random condition a 6s Revealed (like Sic’em) as counterplay against thiefs or mesmers.
Instictual bond is awesome and should stay. Easily the best of all, also it’s not a revival trait it’s a downed state trait, different story.
That spike trap needs to go, either to be replaced with something that makes sense or just non reviving related trait that makes sense.
And what is awesome about this?
It’s more or less only there because it’s one of those traits with every class has some version of, like SA. Our isn’t very good.. but it’s sure as hell not going anywhere.
It is not only very bad, we also have two for resing. I would suggest to merge following three traits and the trait could be useful.
Trapper’s Defense: Creates a Spike Trap while reviving an ally.
Healer’s Celerity: Grant swiftness (15s/18s) to yourself and your ally when you revive them. Increased revive speed.
Instinctual Bond: When you are downed your pet gains quickness (5s). (50s CD)
All alone are just useless.
Although i think we can just ignore the last one. Ranger have so much possibilities while in downstate, they don’t need an extra buff. And this buff is only good, when your pet has great damage and can kill the enemy within this 3-4 seconds.
Why merging weapons into the beastmaster line? It could be a cool option, if you really use this line. But as I said, beastmaster-specialization is useless while pet can’t hit a moving target.
Pet’s Prowess was merged with Agility Training and made a minor Beastmaster trait. That means your pet will be moving 30% faster.
This means that our pets, once we specialize in beastmastery, will be able to easily outrun player characters who don’t have swiftness and still keep up with those who do. This in turn means the pet will be able to land hits fairly consistently. Combine that with the ranger’s many, many slows and immobilizes and your pet shouldn’t have any problem hitting it’s target. So long as the ranger remains an active part of the combat and doesn’t try to let his pet solo, anyway.
I can get my pet to consistently hit players in PVP NOW without Agility Training. It’ll be far easier once these changes are made.
You could trait 30% faster pets before and it hadn’t any effect. It runs faster to target, starts biting, slashing, whatever and the target was three miles away before the attack was finished.
Yes you can hit players consistently with pets, if they are afk.
Some ideas are very nice and there are more synergies. But i can only shake my head about some traits:
Trapper’s Defense: Creates a Spike Trap while reviving an ally.
Healer’s Celerity: Grant swiftness (15s/18s) to yourself and your ally when you revive them. Increased revive speed.
Instinctual Bond: When you are downed your pet gains quickness (5s). (50s CD)
There are so cool reviving mechanics in other classes. Why are our mechanics so bad. OK the trap give us stealth with trapper rune, but that is it. I think a minimum is to merge Trapper’s Defense and Healer’s Celerity. Instinctual Bond is bad for alone, too. I would merge it with this both, too. Or if it will be too strong, just remove Instinctual Bond. Rangers don’t need a mechanic for down state. They are strong in downed state and have plenty of possibilities.
Soften the Fall: Create Muddy Terrain when you take falling damage. You take less damage (50%) from falling. (25s CD)
Just “why?”
Other classes have this as a bonus merged to another trait. I use it often in PvE, cause I like jumping puzzles and climbing. But that is a quality of life. It is absolutely worthless in fights. Maybe you can use it in the new WvW map with the cliffs, but that is all.
Bountiful Hunter: You and your pet deal more damage per boon you (1% per boon).
I’m not sure about this. I think it is per boon types, so you don’t get 25% extra damage while having 25 might stacks. But the ranger all alone don’t have as much stacks, that it will be good. And in big zergs it could become very strong in no time. I don’t think that will be the right direction.
Nature’s Vengeance: Activated skills of Spirits are larger (120 radius) and trigger when the spirit is killed.
Ok i can’t imagine what they will do with the spirits, but this as a grandmaster -.- The activated abilities must become something like a nuclear strike to choose this trait.
Beastmaster Specialization
We don’t need to talk about this. As long as the pet can’t hit an moving target, this traits are nearly all useless
Except:
Beastly Warden: Your pet taunts foes near them when executing a command (F2) ability. (15s CD)
This is the only chance to hit with your F2 skill. But i think it is not long enough for a drake-F2 :P
Two-Handed Training: Greatsword and spear damage is increased (5%) and those skills recharge faster (20%). Greatsword and spear attacks have a chance (50%) to grant fury (3s) on hit. (10s CD)
Honed Axes: Gain Ferocity (150) while wielding an axe in your main hand. Winter’s Bite is now AoE. Axe skills recharge faster (20%).
Why merging weapons into the beastmaster line? It could be a cool option, if you really use this line. But as I said, beastmaster-specialization is useless while pet can’t hit a moving target.
I’m for a complete change of the one-hand-sword, because it is a whole bug
Just to heat the discussion about this topic again:
The sword is useless while fighting constructs, near cliffs or dying enemies. You will allways fly to a position where you don’t want to go. In addition you can’t move in the flank and you can’t dodge in the right time. The only positive about the auto attack is for lazy people who don’t want to follow the target manually.
Skill #2 and #3 are too slow to use them for what they’re created – dodging. The only thing is to flik flak aroung like a clown, that you nor the enemy know where your position is already and laughing about rangers kicking themselves from high cliffs (like everywhere in fractals :P )
It is another or the same pet mechanic, what we can see in the trailer. I hope they will change the pet in a more passive/supporting way. So the pet is something like spirits. But i think, it won’t happen.
Yesterday they have show us the new system. And in the new system you can use beastmastery and druid. But beast mastery will be useless, if we lose the pet mechanic or change the pet to a passive mode.
I love Ranger, bows and survival in nature. So the Ranger is my #1 lorewise.
I like his traps, his long and shortbow-style and i like the setting of his spirits too (but never play them cause they are too weak :P)
The ranger is for me the feeling of freedom, justice and do the best of what you get (not being a muscular-super-warrior or a studied mage with high mana-power) Be normal guy and do your best to survive in harsh world and help where help is needed. That’s the feeling
We need a “teleport the spirit to you position” and then some support like “nearby allies get xy buff”. That would be a cool feature and you don’t need the spirit mobility-trait for a permant use of the skill.
I want a : “Killrooooooooyyyyy Stoooooonekiiiiin” :-)
You can stack over 10 bleeds by just autoattacking without considering traits/sigils/food buffs. The only counterplay to that is facing the ranger otherwise everybody will just crumble and die to auto spam.
No. If you don’t have facing in your build, you can also use:
dodge, block, reflect, condition remover, hide behind a wall or summons or circle around the enemy in melee so he can’t hit while he moves.
They will change the current trait system (they told it some weeks ago). The other level mechanics are in my opinion much better than before. You really get something special each level. In the system before you get one useless traitpoint (need five for a real change), one skill point (for better skills you will need a lot more) and some attribute changes where you can’t see a difference to the level before.
I see that you’re complaining, but can’t see what about nor that you make a suggestion what to change.
True that, there is a code in the datamine-section. Not in the release post.
I don’t think it’s normal tho – to get the preview codes & informations outside of offical GW2 range…
can’t you switch the costume in the costume-section of your character and then switch to colors? I thought this was possible. They should show you every avaiable costume.
Nothing. It can’t attack, if there is no path. So it is no AI problem. It seems unrealistic for a flying bird, that it can’t fly down. But thiefs or other profession can’t teleport to points without a regular path to it. And Keep-doors are not a part of a path.
[Suggestion]: Mat Node variety in new zones
in Guild Wars 2: Heart of Thorns
Posted by: Aleksander Suburb.4287
I would prefer to get lower tier leather or cloth. In low level zones is just a small chance to get them, if you’re lvl 80.
Please make a Summoner specialisation
in Guild Wars 2: Heart of Thorns
Posted by: Aleksander Suburb.4287
I’m ranger and i dislike the pet mechanic, but i loved the necro minion master. Especially with his mass of minions. I play my necro as minion master, but with the ai and the bad minion traits
So i would like to see a minion master specialization or an improvement for the current necros minions.
Or perhaps a ranger specialization that gives us pet utilities similar to necro minions so we can have a pack of beasts at our command? I’d personally love that if the AI was efficient enough to make it effective.
I prefer necro minions horde. From the lorewise point of view it is much better than a horde wild beasts. In Gw1 the necro was THE minion master (in PvE). Especially since vizunah square
Please make a Summoner specialisation
in Guild Wars 2: Heart of Thorns
Posted by: Aleksander Suburb.4287
I’m ranger and i dislike the pet mechanic, but i loved the necro minion master. Especially with his mass of minions. I play my necro as minion master, but with the ai and the bad minion traits
So i would like to see a minion master specialization or an improvement for the current necros minions.
If you’re playing in team. The loot could be dependent on your damage to the creature. Shortbow damage is more condition based and so much slower.
I hope they will improve spirits and make special symbioses between spirits and druids
I’m excited of the maguuma. It was my favorite place in Guild Wars 1. The Lagoon is now dry and its position is in the north of the silverwaste. So i was also disappointed about the dessert-landscape and i hope we will see nice jungle landscapes in HoT. (For example in the region of the Magus Falls)
I saw a screen from beta . You can see, that the pet status change-button (attack/avoid combat) isn’t anymore F3. That is a hint, that the pet mechanic keys will change.
Food is ok for me. Nerf it or not.
But very annoying are the items you can buy from some heart-npcs and using in wvw. I don’t want to lose to somebody, because he can faster search items in his inventory.
Rams, arrow carts etc. are ok. But not a healing seed or such a stuff that you use while fighting.
It should be overpowered, if they fix the AI-problems (And i hope they will fix them till HoT release). Or they are descreasing the damage.
What if Specializations Cost Skill Points?
in Guild Wars 2: Heart of Thorns
Posted by: Aleksander Suburb.4287
I think the new skills will all cost skill points. And if you look at the newest skill, they’ve cost 25 skill points each.
This was what I was to understand too, but some people have told me otherwise, so I would love to know exactly what to expect.
What is your question in detail? Maybe there are explicit quotes for your question. Otherwise: It is not offical, what exactly is in the HoT-Expansion and what is for free.
A cool Minion Master rune for necro. Deathnova to all summons >;)
I have transmutated it. But infusing??? I thought you can only infuse rings. But I think after infusing, it is possible, that you have to transmutate it again.
I would be a human ranger. Guarding trading caravans near maguuma or support the durmand priority for a little bargain. The rest of life i would hunt and live in my tree house
… And dark wings. Don’t forget the dark wings.
Bunny ears AND dark wings! What a time to be alive!
I don’t want to live on Tyria anymore
Maybe i have the luck to get blind till eastern
The only thing i can accept, is the 2nd point. Slightly increasing the rapidfire duration seems fair to me.
But before you will fix the “range-bug” we should fix the “not shooting up or down from walls”-bug (I’ve heard will be fixed with HoT). Or the “stones and trees block projectiles”-bug or the “arrows have only penetration with trait”-bug
And the most buggy, too. One-Hand Sword for pvp is ok, but i will never use it in wvw or pve. Too much situation where your auto-sword attack will hinder you. Serpent strike will lose the target too often, especially in zerg fights. And Sword against constructs or near cliffs are just a bad joke. Then you can’t use just a single skill without falling down accidentially
For the maguuma theme there could be a sigil with %-Chance of creating a root with immobilize for runes.
I want something for support, that would be cool. Chance of summon a healing spring or spirits for ranger
A sigil with %chance of interrupting would be really cool. I loved interrupting in gw1.
I think it is a good signal. There are bugs with pet ai and condition damage. So i hope they’re working on both for a big update and they have accidentally released unfinished parts of it.
What we really need are less selfish changes so we can play a bigger part in group scenarios. Change the shouts so they offer group support like stability, protection, etc.
Make empathic bond cleanse (not transfer to your pet) 3 conditions from allies in X radius. Give maul a blast finisher.
what about changing the support-skills – the spirits – to support the group. I would prefer that the spirits offer a good boon to the allys. For example might for sun, fury for storm, regeneration for water etc. So the boon duration makes at least a little bit sense for a ranger.
For shouts i would prefer some cool counter mechanics. The counter stealth on sic’em is the right direction. It would be funny, if search and rescue order the pet to resurrect an ally and while ressing, the pet pulls him towards the ranger, so enemies can’t finish him ;p
Or protect me orders the pet to taunt the enemy.
(edited by Aleksander Suburb.4287)
…
Pets
I think moving to a 1 pet system is the right choice, just because it gives us more access to pet control. I do think however that there is a way to do this without stripping the pets of their individuality.
With my idea:
F1 is still attack
F2 is still the pets special skill
f3 is now a skill based on the type of pet. If you think about it, every pet has one skill that the player would like to have control of. Dogs have their knockdown, porcines have their charge, birds have their swiftness, moas have thier heal, and the list goes on. These skills would now be activated manually by the player..
With this the ranger can control 3 of the pets 4 skills. The 4th skill is typically not that important, so you could either choose to discard it or you can simply include it as a part of a basic attack chain like it is right now.
f4 is now a ground targetted “move here” command, replacing the “return” command. It adds alot of micromanagement to the pet, but it allows the ranger to guide the pet out of aoe skills and position them in battle. using “move here” on the ranger would make the pet follow you.
That is all i have for you right now, thanks for taking the time to write all of this up.
This is a also nice pet idea. But for this we also need a working Pet AI and working Pet attacks.
i often forget that i’m playing an action game now and that every second is more important here than they use to be, so my duration may seem extreme in some areas lol
i’m not sure why you have something against smoke though. it’s not really an engineer thing – rangers being what they are in this game(roamers and travelers), using smoke to deter predators seems like something they would already have access to
You’re right. I read smoke bomb, but it was a concussion bomb. But where did the smoke come from? or is it like a dust cloud?